Object2D.js 14 KB

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  1. import {Vector2} from "./math/Vector2.js";
  2. import {Matrix} from "./math/Matrix.js";
  3. import {UUID} from "./math/UUID.js";
  4. /**
  5. * Base object class, implements all the object positioning and scaling features.
  6. *
  7. * Stores all the base properties shared between all objects as the position, transformation properties, children etc.
  8. *
  9. * Object2D object can be used as a group to the other objects drawn.
  10. *
  11. * @class
  12. */
  13. function Object2D()
  14. {
  15. /**
  16. * UUID of the object.
  17. *
  18. * @type {string}
  19. */
  20. this.uuid = UUID.generate();
  21. /**
  22. * List of children objects attached to the object.
  23. *
  24. * @type {Object2D[]}
  25. */
  26. this.children = [];
  27. /**
  28. * Parent object, the object position is affected by its parent position.
  29. *
  30. * @type {Object2D}
  31. */
  32. this.parent = null;
  33. /**
  34. * Depth level in the object tree, objects with higher depth are drawn on top.
  35. *
  36. * The layer value is considered first.
  37. *
  38. * @type {number}
  39. */
  40. this.level = 0;
  41. /**
  42. * Position of the object.
  43. *
  44. * The world position of the object is affected by its parent transform.
  45. *
  46. * @type {Vector2}
  47. */
  48. this.position = new Vector2(0, 0);
  49. /**
  50. * Origin of the object used as point of rotation.
  51. *
  52. * @type {Vector2}
  53. */
  54. this.origin = new Vector2(0, 0);
  55. /**
  56. * Scale of the object.
  57. *
  58. * The world scale of the object is affected by the parent transform.
  59. *
  60. * @type {Vector2}
  61. */
  62. this.scale = new Vector2(1, 1);
  63. /**
  64. * Rotation of the object relative to its center.
  65. *
  66. * The world rotation of the object is affected by the parent transform.
  67. *
  68. * @type {number}
  69. */
  70. this.rotation = 0.0;
  71. /**
  72. * Indicates if the object is visible.
  73. *
  74. * @type {boolean}
  75. */
  76. this.visible = true;
  77. /**
  78. * Layer of this object, objects are sorted by layer value.
  79. *
  80. * Lower layer value is draw first, higher layer value is drawn on top.
  81. *
  82. * @type {number}
  83. */
  84. this.layer = 0;
  85. /**
  86. * Local transformation matrix applied to the object.
  87. *
  88. * @type {Matrix}
  89. */
  90. this.matrix = new Matrix();
  91. /**
  92. * Global transformation matrix multiplied by the parent matrix.
  93. *
  94. * Used to transform the object before projecting into screen coordinates.
  95. *
  96. * @type {Matrix}
  97. */
  98. this.globalMatrix = new Matrix();
  99. /**
  100. * Inverse of the global (world) transform matrix.
  101. *
  102. * Used to convert pointer input points (viewport space) into object coordinates.
  103. *
  104. * @type {Matrix}
  105. */
  106. this.inverseGlobalMatrix = new Matrix();
  107. /**
  108. * Mask objects being applied to this object. Used to mask/subtract portions of this object when rendering.
  109. *
  110. * Multiple masks can be used simultaneously. Same mask might be reused for multiple objects.
  111. *
  112. * @type {Mask[]}
  113. */
  114. this.masks = [];
  115. /**
  116. * Indicates if the transform matrix should be automatically updated every frame.
  117. *
  118. * Set this false for better performance. But if you do so dont forget to set matrixNeedsUpdate every time that a transform attribute is changed.
  119. *
  120. * @type {boolean}
  121. */
  122. this.matrixAutoUpdate = true;
  123. /**
  124. * Indicates if the matrix needs to be updated, should be set true after changes to the object position, scale or rotation.
  125. *
  126. * The matrix is updated before rendering the object, after the matrix is updated this attribute is automatically reset to false.
  127. *
  128. * @type {boolean}
  129. */
  130. this.matrixNeedsUpdate = true;
  131. /**
  132. * Draggable controls if its possible to drag the object around. Set this true to enable dragging events on this object.
  133. *
  134. * The onPointerDrag callback is used to update the state of the object while being dragged, by default it just updates the object position.
  135. *
  136. * @type {boolean}
  137. */
  138. this.draggable = false;
  139. /**
  140. * Indicates if this object uses pointer events.
  141. *
  142. * Can be set false to skip the pointer interaction events, better performance if pointer events are not required.
  143. *
  144. * @type {boolean}
  145. */
  146. this.pointerEvents = true;
  147. /**
  148. * Flag to indicate whether this object ignores the viewport transformation.
  149. *
  150. * @type {boolean}
  151. */
  152. this.ignoreViewport = false;
  153. /**
  154. * Flag to indicate if the context of canvas should be saved before render.
  155. *
  156. * @type {boolean}
  157. */
  158. this.saveContextState = true;
  159. /**
  160. * Flag to indicate if the context of canvas should be restored after render.
  161. *
  162. * @type {boolean}
  163. */
  164. this.restoreContextState = true;
  165. /**
  166. * Flag indicating if the pointer is inside of the element.
  167. *
  168. * Used to control object event.
  169. *
  170. * @type {boolean}
  171. */
  172. this.pointerInside = false;
  173. /**
  174. * Flag to indicate if the object is currently being dragged.
  175. *
  176. * @type {boolean}
  177. */
  178. this.beingDragged = false;
  179. }
  180. Object2D.prototype.constructor = Object2D;
  181. /**
  182. * Check if a point in world coordinates intersects this object or its children and get a list of the objects intersected.
  183. *
  184. * @param {Vector2} point Point in world coordinates.
  185. * @param {Object2D[]} list List of objects intersected passed to children objects recursively.
  186. * @return {Object2D[]} List of object intersected by this point.
  187. */
  188. Object2D.prototype.getWorldPointIntersections = function(point, list)
  189. {
  190. if(list === undefined)
  191. {
  192. list = [];
  193. }
  194. // Calculate the pointer position in the object coordinates
  195. var localPoint = this.inverseGlobalMatrix.transformPoint(point);
  196. if(this.isInside(localPoint))
  197. {
  198. list.push(this);
  199. }
  200. // Iterate trough the children
  201. for(var i = 0; i < this.children.length; i++)
  202. {
  203. this.children[i].getWorldPointIntersections(point, list);
  204. }
  205. return list;
  206. };
  207. /**
  208. * Check if a point in world coordinates intersects this object or some of its children.
  209. *
  210. * @param {Vector2} point Point in world coordinates.
  211. * @param {boolean} recursive If set to true it will also check intersections with the object children.
  212. * @return {boolean} Returns true if the point in inside of the object.
  213. */
  214. Object2D.prototype.isWorldPointInside = function(point, recursive)
  215. {
  216. // Calculate the pointer position in the object coordinates
  217. var localPoint = this.inverseGlobalMatrix.transformPoint(point);
  218. if(this.isInside(localPoint))
  219. {
  220. return true;
  221. }
  222. // Iterate trough the children
  223. if(recursive)
  224. {
  225. for(var i = 0; i < this.children.length; i++)
  226. {
  227. if(this.children[i].isWorldPointInside(point, true))
  228. {
  229. return true;
  230. }
  231. }
  232. }
  233. return false;
  234. };
  235. /**
  236. * Destroy the object, removes it from the parent object.
  237. */
  238. Object2D.prototype.destroy = function()
  239. {
  240. if(this.parent !== null)
  241. {
  242. this.parent.remove(this);
  243. }
  244. };
  245. /**
  246. * Traverse the object tree and run a function for all objects.
  247. *
  248. * @param {Function} callback Callback function that receives the object as parameter.
  249. */
  250. Object2D.prototype.traverse = function(callback)
  251. {
  252. callback(this);
  253. for(var i = 0; i < this.children.length; i++)
  254. {
  255. this.children[i].traverse(callback);
  256. }
  257. };
  258. /**
  259. * Get a object from its children list by its UUID.
  260. *
  261. * @param {string} uuid UUID of the object to get.
  262. * @return {Object2D} The object that has the UUID specified, null if the object was not found.
  263. */
  264. Object2D.prototype.getChildByUUID = function(uuid)
  265. {
  266. var object = null;
  267. this.traverse(function(child)
  268. {
  269. if(child.uuid === uuid)
  270. {
  271. object = child;
  272. }
  273. });
  274. return object;
  275. };
  276. /**
  277. * Attach a children to this object.
  278. *
  279. * The object is set as children of this object and the transformations applied to this object are traversed to its children.
  280. *
  281. * @param {Object2D} object Object to attach to this object.
  282. */
  283. Object2D.prototype.add = function(object)
  284. {
  285. object.parent = this;
  286. object.level = this.level + 1;
  287. object.traverse(function(child)
  288. {
  289. if(child.onAdd !== null)
  290. {
  291. child.onAdd(this);
  292. }
  293. });
  294. this.children.push(object);
  295. };
  296. /**
  297. * Remove object from the children list.
  298. *
  299. * @param {Object2D} children Object to be removed.
  300. */
  301. Object2D.prototype.remove = function(children)
  302. {
  303. var index = this.children.indexOf(children);
  304. if(index !== -1)
  305. {
  306. var object = this.children[index];
  307. object.parent = null;
  308. object.level = 0;
  309. object.traverse(function(child)
  310. {
  311. if(child.onRemove !== null)
  312. {
  313. child.onRemove(this);
  314. }
  315. });
  316. this.children.splice(index, 1)
  317. }
  318. };
  319. /**
  320. * Check if a point is inside of the object. Used by the renderer check for pointer collision (required for the object to properly process pointer events).
  321. *
  322. * Point should be in local object coordinates.
  323. *
  324. * To check if a point in world coordinates intersects the object the inverseGlobalMatrix should be applied to that point before calling this method.
  325. *
  326. * @param {Vector2} point Point in local object coordinates.
  327. * @return {boolean} True if the point is inside of the object.
  328. */
  329. Object2D.prototype.isInside = function(point)
  330. {
  331. return false;
  332. };
  333. /**
  334. * Update the transformation matrix of the object.
  335. *
  336. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  337. */
  338. Object2D.prototype.updateMatrix = function(context)
  339. {
  340. if(this.matrixAutoUpdate || this.matrixNeedsUpdate)
  341. {
  342. this.matrix.compose(this.position.x, this.position.y, this.scale.x, this.scale.y, this.origin.x, this.origin.y, this.rotation);
  343. this.globalMatrix.copy(this.matrix);
  344. if(this.parent !== null)
  345. {
  346. this.globalMatrix.premultiply(this.parent.globalMatrix);
  347. }
  348. this.inverseGlobalMatrix = this.globalMatrix.getInverse()
  349. this.matrixNeedsUpdate = false;
  350. }
  351. };
  352. /**
  353. * Apply the transform to the rendering context, it is assumed that the viewport transform is pre-applied to the context.
  354. *
  355. * This is called before style() and draw(). It can also be used for some pre-rendering logic.
  356. *
  357. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  358. * @param {Viewport} viewport Viewport applied to the canvas.
  359. */
  360. Object2D.prototype.transform = function(context, viewport)
  361. {
  362. this.globalMatrix.tranformContext(context);
  363. };
  364. /**
  365. * Style is called right before draw() it should not draw any content into the canvas, all context styling should be applied here (colors, fonts, etc).
  366. *
  367. * The draw() and style() methods can be useful for objects that share the same styling attributes but are drawing differently.
  368. *
  369. * Should be implemented by underlying classes.
  370. *
  371. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  372. * @param {Viewport} viewport Viewport used to view the canvas content.
  373. * @param {DOM} canvas DOM canvas element where the content is being drawn.
  374. */
  375. Object2D.prototype.style = null; // function(context, viewport, canvas){};
  376. /**
  377. * Draw the object into the canvas, this is called transform() and style(), should be where the content is actually drawn into the canvas.
  378. *
  379. * Should be implemented by underlying classes.
  380. *
  381. * @param {CanvasRenderingContext2D} context Canvas 2d drawing context.
  382. * @param {Viewport} viewport Viewport used to view the canvas content.
  383. * @param {DOM} canvas DOM canvas element where the content is being drawn.
  384. */
  385. Object2D.prototype.draw = null; // function(context, viewport, canvas){};
  386. /**
  387. * Callback method while the object is being dragged across the screen.
  388. *
  389. * By default is adds the delta value to the object position (making it follow the mouse movement).
  390. *
  391. * Delta is the movement of the pointer already translated into local object coordinates.
  392. *
  393. * To detect when the object drag stops the onPointerDragEnd() method can be used.
  394. *
  395. * @param {Pointer} pointer Pointer object that receives the user input.
  396. * @param {Viewport} viewport Viewport where the object is drawn.
  397. * @param {Vector2} delta Pointer movement diff in world space since the last frame.
  398. * @param {Vector2} positionWorld Position of the dragging pointer in world coordinates.
  399. */
  400. Object2D.prototype.onPointerDrag = function(pointer, viewport, delta, positionWorld)
  401. {
  402. this.position.add(delta);
  403. };
  404. /**
  405. * Callback method called when the pointer drag start after the button was pressed
  406. *
  407. * @param {Pointer} pointer Pointer object that receives the user input.
  408. * @param {Viewport} viewport Viewport where the object is drawn.
  409. */
  410. Object2D.prototype.onPointerDragStart = null;
  411. /**
  412. * Callback method called when the pointer drag ends after the button has been released.
  413. *
  414. * @param {Pointer} pointer Pointer object that receives the user input.
  415. * @param {Viewport} viewport Viewport where the object is drawn.
  416. */
  417. Object2D.prototype.onPointerDragEnd = null;
  418. /**
  419. * Method called when the object its added to a parent.
  420. *
  421. * @param {Object2D} parent Parent object were it was added.
  422. */
  423. Object2D.prototype.onAdd = null;
  424. /**
  425. * Method called when the object gets removed from its parent
  426. *
  427. * @param {Object2D} parent Parent object from were the object is being removed.
  428. */
  429. Object2D.prototype.onRemove = null;
  430. /**
  431. * Callback method called every time before the object is draw into the canvas.
  432. *
  433. * Should be used to run object logic, any preparation code, move the object, etc.
  434. *
  435. * This method is called for every object before rendering.
  436. */
  437. Object2D.prototype.onUpdate = null;
  438. /**
  439. * Callback method called when the pointer enters the object.
  440. *
  441. * It is not called while the pointer is inside of the object, just on the first time that the pointer enters the object for that use onPointerOver()
  442. *
  443. * @param {Pointer} pointer Pointer object that receives the user input.
  444. * @param {Viewport} viewport Viewport where the object is drawn.
  445. */
  446. Object2D.prototype.onPointerEnter = null;
  447. /**
  448. * Method called when the was inside of the object and leaves the object.
  449. *
  450. * @param {Pointer} pointer Pointer object that receives the user input.
  451. * @param {Viewport} viewport Viewport where the object is drawn.
  452. */
  453. Object2D.prototype.onPointerLeave = null;
  454. /**
  455. * Method while the pointer is over (inside) of the object.
  456. *
  457. * @param {Pointer} pointer Pointer object that receives the user input.
  458. * @param {Viewport} viewport Viewport where the object is drawn.
  459. */
  460. Object2D.prototype.onPointerOver = null;
  461. /**
  462. * Method called while the pointer button is pressed.
  463. *
  464. * @param {Pointer} pointer Pointer object that receives the user input.
  465. * @param {Viewport} viewport Viewport where the object is drawn.
  466. */
  467. Object2D.prototype.onButtonPressed = null;
  468. /**
  469. * Method called while the pointer button is double clicked.
  470. *
  471. * @param {Pointer} pointer Pointer object that receives the user input.
  472. * @param {Viewport} viewport Viewport where the object is drawn.
  473. */
  474. Object2D.prototype.onDoubleClick = null;
  475. /**
  476. * Callback method called when the pointer button is pressed down (single time).
  477. *
  478. * @param {Pointer} pointer Pointer object that receives the user input.
  479. * @param {Viewport} viewport Viewport where the object is drawn.
  480. */
  481. Object2D.prototype.onButtonDown = null;
  482. /**
  483. * Method called when the pointer button is released (single time).
  484. *
  485. * @param {Pointer} pointer Pointer object that receives the user input.
  486. * @param {Viewport} viewport Viewport where the object is drawn.
  487. */
  488. Object2D.prototype.onButtonUp = null;
  489. export {Object2D};